Concerns about ship sizes used by D20 Future

Dougal DeKree

First Post
Hello!

Is anyone else unhappy with the ship sizes used in D20 Future? I mean a corvette is gargantuan, as is a deathstar - so both have same sizemodifiers etc.

How do you solve that? Did anyone make up another way to handle ships sizes? Like Tiny for one-man fighters for example?

Dougal
 

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I also thought the way they handled ship sizes was odd. Isn't it the case that they just applied the normal sizing rules to all the massive ships? In that way, almost every ship maxes out the sizing chart, which is silly. I would probably make a one-man fighter Tiny as you suggest and work up from there, with only the largest capital ships being Gargantuan or whatever the highest size category is.
 

the starship rules in d20 future are all screwed up. The size issues are just the tip of the iceberg.

The one that really bugs me is the 500 foot square. I don't think whoever wrote those rules really understands how big space is.
 

Black Pharaoh said:
the starship rules in d20 future are all screwed up. The size issues are just the tip of the iceberg.

The one that really bugs me is the 500 foot square. I don't think whoever wrote those rules really understands how big space is.

Which is why I use the ship rules from Traveller T20 instead.
 

Dougal DeKree said:
Hello!

Is anyone else unhappy with the ship sizes used in D20 Future? I mean a corvette is gargantuan, as is a deathstar - so both have same sizemodifiers etc.

How do you solve that? Did anyone make up another way to handle ships sizes? Like Tiny for one-man fighters for example?

Dougal

I like the Star Wars starship size system. In order to get starship combat to work well, I've had to cobble Alternity, Star Wars and D20 Future ship rules together, as I don't like either of those three systems in their entirety.
 

I saw this problem some time ago and made my own system based on that.

10km squares not 500'.

sizes that go up to 60km from 2m.

slot based construction for space craft, thus allowing you to build your own and not just guess or use WOTC stuff.

and many other new stuff.

love to hear comments, good or bad as long as they are constructive. :D

Currently working on 20m+ fighters for space craft.
 

DS added a continuation to the standard size system (so a fighter is Huge, in regards to the pilot). The scale continues as normal with size classes Colossal II to Colossal VI added to for the largest ships.

Of course, their squares are 5000 ft in space, but they don't use ft for weapons ranges... :)
 

Black Pharaoh said:
the starship rules in d20 future are all screwed up. The size issues are just the tip of the iceberg.

The one that really bugs me is the 500 foot square. I don't think whoever wrote those rules really understands how big space is.
Most starships weapons are fairly "short range" (if you can really call a 3,000-ft. range increment short), and it fits with the sizes of starships. If you used a 5,000-ft. square instead of a 500-foot one, think of how many starfighters could be occupying one square! Then, the rules for collisions would make them far too common for such a wide area.

I don't like everything about d20 Future's starship rules (hell, no one on this board does, AFAIK), but if you get into sizes beyond Colossal, what do you do about size penalties to Defense and attack rolls? The 2nd Death Star had a 60-km radius. That's approximately 196850.3937 feet, or 3075.7874016 times the 64-foot requirement for Colossal creatures. Under the normal system for increasing size categories, that would be a Colossal XII. If you made the size penalty to Defense and attack rolls follow the standard progression as well, it would have a -32,768 penalty to Defense as well as having the same penalty to all its attack rolls. That does explain why its turbolaser batteries never managed to hit any Rebel fighters except on a natural 20, but anyway... :p

Obviously, the rules would be ridiculous at that VERY FAR end of the spectrum. Anything beyond +8/-8 size modifier is normally counterintuitive, really. Starships are constantly in motion in starship combat, just like characters in normal person-to-SpaceMonkaaay(tm) encounters. Even if it is a massive behemoth, a -8 to AC is effectively granting a Huge attacker a +30% chance to hit at all times. In a d20 System game, that's a very good bonus.

Myself, I use an HR variant of the Star Wars ship sizes–it follows the standard increment of doubling each time (64 ft., 128 ft., 256 ft., etc), but on the starship scale Medium-sized creatures are Fine, and Small or smaller are "Fine+" (+16 attacks/AC). This puts a Large mecha at Diminutive on the starship scale, presently "Huge" starships as Tiny, presently "Gargantuan" as Small, and other ships are reassigned based on just how much bigger they are, up to Colossal at 1,024+ feet in length. Anything bigger than that isn't really that much harder to hit than a 1,024-2,047-foot metal chunk.
 

Thanx for all that feeadback - it seems that there are way more issues than i found on first glance. I guess I'll have to make up something else...

Best regards
Dougal
 

I would suggest a scale system. Say the current scale of fine thru colossal (ending at 128 ft.) is x1.

Start the next scale at 128 ft to 256 ft (doubling following sizes) and call that x2 fine. Continue until you hit x2 Colossal. The penalty for hitting things smaller that your scale is -16 and you recieve a -16 to your defense. Continue until you have enough scales to make you happy. You may need to adjust the upper end of colossal in x1 scale to fit your needs (e.g. 256 ft. instead of 128 ft ft.)

Admittedly this only scratches the surface and there is more to be fleshed out (how does scaling affect DR, hardness, damage etc). Hopefully you find this useful.
 
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